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12-12-2019
06:23 AM
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I've been trying to rig a set of cartoony eyes that are basically comprised of one giant eyeball with the surrounding face mesh shape making it look like two attached eyes (think Sonic). Since regular eye rotation can't work with this style of eyes, I've created separate mesh pupils that I've attached to the eyeball surface via follicles.
However, I can't figure out what the best way is to establish controls that drive the pupil movement along the mesh like a regular aim constraint setup would do for an eye rig. I imagine some kind of conversion from translation/rotation inputs to the parameterU/V is necessary, but I'm unsure beyond that. Any suggestions are hugely appreicated!
Solved! Go to Solution.